
eBook by Christopher Johns
Chris and his friends had been hearing voices begging for help, but dreams aren't supposed to come true. When they finally answer the call, they're pulled into a fantastic world with game-like mechanics — the world of Brindolla. There's one major problem: War, the big baddie of the universe, has come to collect another planet. The Brindollan Gods can only hold him back for a short while. Either Chris and his friends eliminate War's vanguard of minions and generals, giving the Gods a chance to keep him out for good — or War comes for Earth.

Chris and his friends had been hearing voices begging for help. When they finally answer the call, they're pulled into a fantastic world with game-like mechanics — the world of Brindolla. There's one major problem: War, the big baddie of the universe, has come to collect another planet. The Brindollan Gods can only hold him back long enough to give Chris and his buddies a fighting chance. Either they eliminate War's vanguard, or War comes for Earth.

Zeke and his comrades have only been in Brindolla a short time, kicking butt and moving forward in their quest to push back the galactic tyrant War — then the unthinkable happens: their friend is banished to the darkest Hells. Now they must get stronger, faster, and better than ever if they want to bust into the Hells and get their friend back, all while the world they're trying to defend turns against them.

Zeke and his friends face a few final obstacles before they can attempt a rescue from the Hells: a mythical beast that might sooner eat them than help, and the hidden city of the High Elves whose alliance they must secure. Beyond that, there is now active opposition to their goals of saving both Brindolla and Earth from War's influence.

Balmur has been rescued and War has lost one of his powerhouses. Now Zeke and his team take time to train and rearm — but an unexpected guest puts their growing village of Sunrise in danger. The uneasy alliance that grows from this threat allows the group to start tracking another of War's Generals. Royal negotiations, a growing relationship with a Fae Queen, and the threat of the Drow keep Zeke and the crew busier than ever.

Storm Company's return from the Great Below was harrowing, but it's finally time to sniff out War's Generals wherever they might hide — including across the ocean on the mysterious Continent of Beasts. Plots thicken like the clouds over the water as the group begins to realize the intrigue they will have to navigate successfully if they want to survive the voyage.

One of War's Generals wounds the guardian of the waters near the Continent of Beasts, scattering Storm Company to the winds. Zeke is now sick and unable to touch his magic, with only Bea at his side. Together they must hunt for a cure while hoping their separated friends survive. Waiting has never been Zeke's style — it's time to brave the strongest beasts on the Continent of Beasts.